Wagner Toledo Corrêa

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We describe a system for non-photorealistic rendering (NPR) of virtual environments. In real time, it synthesizes imagery of architectural interiors using stroke-based textures. We address the four main challenges of such a system — interactivity, visual detail, controlled stroke size, and frame-to-frame coherence — through image based rendering(More)
We present a new visibility-based prefetching algorithm for interactive out-of-core rendering of large models on an inexpensive PC. Using an approximate visibility technique, we can very accurately and efficiently determine which geometry will be visible in the near future and prefetch that geometry from disk before it must be rendered. Our prefetching(More)
(a) Flat colors (b) Complex texture Figure 1: A frame of cel animation with the foreground character painted by (a) the conventional method, and (b) our system. Abstract We present a method for applying complex textures to hand-drawn characters in cel animation. The method correlates features in a simple, textured, 3-D model with features on a hand-drawn(More)
(a) Flat colors (b) Complex texture Figure 1: A frame of cel animation with the foreground character painted by (a) the conventional method, and (b) our system. Abstract We present a method for applying complex textures to hand-drawn characters in cel animation. The method correlates features in a simple, textured, 3-D model with features on a hand-drawn(More)
We present a sort-first parallel system for out-of-core rendering of large models on cluster-based tiled displays. The system renders high-resolution images of large models at interactive frame rates using off-the-shelf PCs with small memory. Given a model, we use an out-of-core preprocessing algorithm to build an on-disk hierarchical representation for the(More)
We present iWalk, a system for interactive out-of-core rendering of large models on an inexpensive PC. The system uses a new out-of-core preprocessing algorithm and a new multi-threaded out-of-core rendering approach. The out-of-core preprocessing algorithm is incremental and fast, and it builds an on-disk hierarchical representation for a model larger than(More)
This paper describes a pipeline for the acquisition and rendering of large real-world environments. In the acquisition phase, we use a laser rangefinder to capture the geometry of an environment, and a digital camera to capture its colors. In the rendering phase, we use a cluster of commodity PCs to render high-resolution images of the environment at(More)
We present a practical system to visualize large datasets interactively on commodity PCs. Interactive visualization has applications in many areas, including computer-large datasets has required expensive high-end graphics workstations. Recently, with the exponential trend of higher performance and lower cost of PC graphics cards, inexpensive PCs are(More)
In this paper, we describe a set of 3D and 4D visualization tools and techniques for CORIE, a complex environmental observation and forecasting system (EOFS) for the Columbia River. The Columbia River, a complex and highly variable estuary, is the target of numerous cross-disciplinary ecosystem research projects and is at the heart of multiple sustainable(More)